I may be the only human alive who has beaten your game. I would not be surprised if I was. I died 174 times. I played your other game, your afterlife game, and I know you got a lot of criticism on that game that the difficulty was too high, particularly in the boss fight. Let me tell you what - if they play this game, they'll get a new, refreshing definition of high difficulty. This game isn't difficult because of the size or the controls - those are both hurdles to overcome, but they're mostly normal and entirely manageable. This game is difficult because the level design is - I want to say atrocious, but the levels are beatable and designed with that clear purpose - the level design is cruel. That's the best way to put it. The obstacles do not necessarily follow a pattern, and sometimes you actually need to wait, and sometimes waiting just makes thing A LOT WORSE, so basically you just want us to die a lot until we figure out how the level responds and then cater to that. That's fine, but I think your game would be a lot better if
1. The obstacles coming off screen had a pattern, similar to the missiles which fire every time you press 'x.'
2. The obstacles actually fired FROM off screen, and not from some floating point in the level which I can crawl close to and just get insta-killed by the spawning projectile. Not a pleasant experience.
3. If obstacles were different colors. I understand it's a factory and you want it drab, and that makes for an enjoyable reveal when the robot actually emerges into a colorful freedom, but the first time I had a triangle fall on my head, it was really annoying, and then when THE EXACT SAME SHAPE didn't behave the same way, instead falling IF I WAS UNDER IT when I pressed "x," that was really, really annoying. So a color to distinguish the two might give me a chance to realize that they'll behave differently.
That's about it. Clearly, bigger would be better, but we all have our limitations, and this game was fine except for the points I identified and the absolutely CRUEL level design. If things were patterns and I could plan for them, it would just be a more enjoyable experience. I'm not asking you to ratchet back the difficulty, because I enjoy difficult games, but when a player builds up an expectation and then that expectation SHATTERS because the projectiles don't follow a pattern (on one level I assumed it was UP DOWN UP DOWN UP DOWN etc, but then it went DOWN DOWN and I died and it was really unenjoyable), then the player just gets really frustrated.
So, decent game, enjoyed playing it (mostly because I beat it), but the level design was so poor in regards to not knowing whether to wait or to go and no discernible pattern, I give it a 3.5/5.